| Commit message (Collapse) | Author | Age | Files | Lines |
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This adds proper support for the GL_ARB_shader_stencil_export extension
to the GLSL compiler. Thanks to Ian for pointing out where I need to add things.
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If the pipe driver has shader stencil export we can accelerate DrawPixels
using it. It tries to pick an S8 texture and works its way to X24S8 and S8X24
if that isn't supported.
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We need a texture to put the drawpixels stuff into, an S8 texture is less
memory/bandwidth than the 32-bit X24S8, but we might not be able to render
directly to an S8, so this lets us specify we won't be rendering to this
texture.
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this allows softpipe to be used to test shader stencil ref exporting.
Signed-off-by: Dave Airlie <[email protected]>
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this improves mesa texstore for 8/24 so it can create S24X8/X24S8 variants
by keeping the depth bits static.
it also adds a texstore for S8 so we can write out an S8 texture to use
in the sampler for accel draw pixels to save memory bw.
The logic seems sound here, I've worked it out a few times on paper, though
it would be good to have some review.
Signed-off-by: Dave Airlie <[email protected]>
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this is needed to add support for stencil shader export.
Signed-off-by: Dave Airlie <[email protected]>
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Has similiar use cases to the S8X24 and X24S8 formats.
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these formats are needed for hw that can sample and write stencil values.
Signed-off-by: Dave Airlie <[email protected]>
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this adds the capability + a stencil semantic id, + tgsi scan support.
Signed-off-by: Dave Airlie <[email protected]>
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There was a check to only do the rebase if we didn't have everything
in VBOs, but nexuiz apparently hands us a mix of VBOs and arrays,
resulting in blocking on the GPU to do a rebase.
Improves nexuiz 800x600, high-settings performance on my Ironlake 41%
(+/- 1.3%), from 14.0fps to 19.7fps.
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The format selection of the CopyTexSubImage is pretty bogus still, but
this at least avoids software fallbacks in nexuiz, bringing
performance from 7.5fps to 12.8fps on my machine.
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Fixes glsl-fs-i2b.
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This assertion was added in commit f1c1ee11, but it did not notice
that the array is accessed with 'size-1' instead of 'size'. As a
result, the assertion was off by one. This caused failures in at
least glsl-orangebook-ch06-bump.
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If an GLSL shader is used that does not provide all stages and
assembly shaders are provided for the missing stages, validate the
assembly shaders.
Fixes bugzilla #30787 and piglit tests glsl-invalid-asm0[12].
NOTE: this is a candidate for the 7.9 branch.
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Pointed out by Jakob Bornecrantz.
Signed-off-by: Thomas Hellstrom <[email protected]>
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Apply Jose's suggestions for a small but measurable improvement in
isosurf.
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Signed-off-by: Thomas Hellstrom <[email protected]>
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Gets rid of annoying cursor flicker
Signed-off-by: Thomas Hellstrom <[email protected]>
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Signed-off-by: Thomas Hellstrom <[email protected]>
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Signed-off-by: Thomas Hellstrom <[email protected]>
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Signed-off-by: Thomas Hellstrom <[email protected]>
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This reverts commit 9773722c2b09d5f0615a47cecf4347859474dc56.
Looks like there are some floor/rounding issues here that need
to be better understood.
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MSVC doesn't accept more than 3 __m128i arguments.
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Avoid accumulating more and more fixed point bits.
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There was actually a large quantity of scalar code in these functions
previously. This tries to move more into intrinsics.
Introduce an sse2 mm_mullo_epi32 replacement to avoid sse4 dependency
in the new rasterization code.
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The engine is a global owned by gallivm module.
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Useful to amortize the command submission/reloc overhead (e.g. etracer
goes from 72 to 109 FPS on nv4b).
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fixes https://bugs.freedesktop.org/show_bug.cgi?id=30771
Reported-by: Kevin DeKorte
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It's now much more correct for gen6 than the old backend, with just 2
regressions I've found (one of which is common with pre-gen6 and will
be fixed by an array splitting IR pass).
This does leave the old Mesa IR backend getting used still when we
don't have GLSL IR, but the plan is to get GLSL IR input to the driver
for the ARB programs and fixed function by the next release.
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Pre-gen6, you could mix int and float just fine. Now, you get goofy
results.
Fixes:
glsl-arb-fragment-coord-conventions
glsl-fs-fragcoord
glsl-fs-if-greater
glsl-fs-if-greater-equal
glsl-fs-if-less
glsl-fs-if-less-equal
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There was code to do this for pre-gen6 already, this just enables it
for gen6 as well.
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This is a hw requirement in math args. This also is inefficient, as
we're calculating the same result 8 times, but then we've been doing
that on pre-gen6 as well. If we're doing math on uniforms, though,
we'd probably be better served by having some sort of mechanism for
precalculating those results into another uniform value to use.
Fixes 7 piglit math tests.
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